Overview

Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After her supposed death by the hands of Yūki Terumi, Konoe mysteriously appears as the servant of Hades Izanami using the pseudonym Phantom.

Ability: The Abyss Diver

Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.

Nine's normal attacks are tuned to specific elements: A is for Water, B is for Wind, and C is for Fire. When her normal attacks hit her opponent (or are blocked by them), the corresponding element will be added to her character model (Visualised by glowing coloured "ribbons" behind her). Nine can save up to three elements, at which point gaining a new one will delete the oldest-existing one. Combining elements in different numbers creates a spell in her active slot; she can then release this spell by pressing the D button. For each spell, the number of each elements used is all that matters, not the order. So for example, Hitting with a fire, air and fire attack in that order will give you the same spell as hitting with a fire, fire and air attack (In this case, Morganite of Malice).

Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from the Active Slot via the Seamoss Gate special move. Each spell has its own icon, and the elements in the Active Slot are displayed on Nine's sprite by colored ribbons. Nine has 20 spells overall, having the most extensive command list in the playable roster.

Overdrive: Burning Red

The element of the normal Nine uses will be added to your active slot, even on whiff

Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff

Strengths/Weaknesses

Strengths

Weaknesses

Strong zoning game due to size of normals and spells

Many okizeme options from spells

Teleport dash is quite versatile: has invulnerability and can be used twice in any direction

Able to hit confirm off of normals and spells

Movement is very limited outside of teleport

Unreliable defensive options

Struggles with jump happy opponents

Normal Moves

5A

Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it almost has enough reach to hit an opponent at round start. It's also easy to hit confirm and to make the Kunzite with the follow up normals, which will be necessary to convert it into a more damaging combo.

5B

Nine breathes an icy gust of wind. 5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far.

2A

Sends out a wave of water. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.

2B

Breathes a gust of wind. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.

2C

Sends out a carpet of flame. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals.

6C

An upward blast of fire. 6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.

4A

A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. The 4A variant is typically used to help setup Tanzanite of Mourning/[Wx3] in a combo. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.

4B

A downward gust of wind. 4B hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.

4B

A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. In particular, 4C gets used to help create the Kunzite spell in more rare to see combo routes. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result.

3C

A circular carpet of flame. Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]

It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.

j.A

A midair wave of water. Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of Mourning/[Wx3] to bring the opponent back down to the ground or to create Kunzite.

j.B

A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block.

j.C

A midair blast of flame. Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need.

j.2B

A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally.

j.2C

A midair blast of flame fired downward. j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast.

Spells

Everlasting Schorl

Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo (Or immediately after a different spell has been used). Couple this with how unsafe it is on block and you'll quickly see how unhelpful this spell generally is.

Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.

Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round.

Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.

Heliodor of Submission

Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit.

The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral.

Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell

Citrine of Rotation

Absorbs projectiles that hit it and shoots a thin projectile back at the opponent

Disappears if hit by anything else

Will push Nine or the opponent as it moves forward if they obstruct its path

Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit

Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles.

Taafeite of Fascination

Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe.

If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.

Andradite of Binding

Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down.

Blows back and wall bounces on ground or air hit for easy conversion into a combo

Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block

The orb can be destroyed by the opponent before it explodes

Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements.

However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.

Uvarovite of Destruction

There is a delay between the targeting circle first appearing and when the rain of fire comes down.

Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.

In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.

Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses.

Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.

In pressure, Kunzite is a good overhead that can open people up for a full combo.

Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.

Morganite of Pulsation

The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.

Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite.

Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.

Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.

Universal Mechanics

Forward Throw

Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo.

Air Throw

Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down.

Specials

Crimson Raider

Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead.

Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle.

Mauvette Roar

Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul.

Navy Pressure

Great for punishing people trying to do stuff on the ground at fullscreen distance

Sometimes great for catching people trying to get out of pressure at longer distances

Weak tracking to the opponent's horizontal location. Will always hit at ground level though

Forces Fatal Counter on Counter Hit

Ground Bounces on Counter Hit

Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach.

While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell

Seamoss Gate

Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion.

Length of buff varies depending on how much of the element was in the active slot

Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture.

The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last.

Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.

Cardinal Nova

If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2000 though the rest of the frame data stays the same.

Overdrive

2000, 500*3

All

7+3

10

Total 38

+5

P2*

If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.

Gives Nine a random 3 Element spell to both her Active and Stock slots

Full Inv 7-11F

Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output.

Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. The elements on the Stock slot boost the damage more than the elements on the Active slot, and having a single element on the Active slot won't boost its damage at all.

Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.

Astral Heat

Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions.